#version 450

layout (location = 0) out vec4 outColor;

layout (location = 0) in vec3 inColor;
layout (location = 1) in vec2 inTexcoords;

layout (binding = 0) uniform sampler2DArray texSampler;

void main()
{
    if (inTexcoords.x < 0)
    {
        outColor = vec4(inColor, 1.0);
    }
    else
    {
        vec3 uv = vec3(inTexcoords, 0);
        outColor = texture(texSampler, uv);
    }
}
